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acidcam-gpu

screenshot3 screenshot4 about

License: BSD 2-Clause Hardware: NVIDIA RTX (optional) Framework: CUDA (optional)

ACMX2 – Linux / macOS (NVIDIA GPU Optional)

screenshot

acidcam-gpu / ACMX2

Full Documentation

YouTube Video Tutorial

acidcam-gpu is a high-performance, real-time video manipulation engine designed to push the boundaries of psychedelic glitch art. Part of the ACMX2 and libmx2 ecosystem, it uses an OpenGL/GLSL shader pipeline as its core, with an optional CUDA GPU-filter path that can be enabled at compile time on NVIDIA hardware for additional accelerated effects.

NVIDIA GPUs are no longer required. ACMX2 builds and runs on AMD, Intel, and Apple GPUs using the OpenGL/SDL2 path (-DWITH_CUDA=OFF). On NVIDIA systems with the CUDA toolkit and an OpenCV build that includes CUDA support, you can opt in to the CUDA GPU-filter stack and FFmpeg CUDA hardware decode by configuring with -DWITH_CUDA=ON (the default when CUDA is detected).

🚀 Purpose & Vision

The original project brought a massive library of "glitch" filters to digital artists. However, as resolutions climbed to 4K and filter stacks became more complex, CPU-based processing hit a bottleneck.

acidcam-gpu solves this by:

  • Parallelizing the Chaos: Running effects on the GPU — GLSL shaders for the core pipeline, with optional CUDA kernels for additional GPU filters on NVIDIA hardware.

🛠 Tech Stack

  • Language: C++20
  • Graphics API: OpenGL / SDL2 (cross-vendor, hardware-accelerated rendering — works on NVIDIA, AMD, Intel, and Apple GPUs)
  • Optional Parallel Computing: NVIDIA CUDA (compile-time opt-in via -DWITH_CUDA=ON; tested on RTX 2070 and newer)
  • Format Support: Native MX2 MXMOD 3D model parsing for real-time geometry glitching.

⚡ Optional NVIDIA / CUDA Acceleration

When built with -DWITH_CUDA=ON on a system with an NVIDIA GPU and CUDA-enabled OpenCV, ACMX2 can additionally leverage:

  • Shared Memory: Fast on-chip memory to speed up neighborhood-based CUDA filters.
  • Massive Throughput: Thousands of CUDA cores to apply multiple glitch layers in a single pass.
  • CUDA/OpenGL Zero-Copy Interop: High-speed texture sharing between CUDA and OpenGL.
  • FFmpeg CUDA Hardware Decode: Direct hardware-accelerated decoding for video files.

Without CUDA, all shader-based features continue to work — only the CUDA GPU-filter stack and CUDA-specific decode/encode paths are omitted.

Project Goals:

  • Zero-Copy Interop: High-speed texture sharing between CUDA and OpenGL.
  • FFmpeg CUDA Decode Path: Prefer direct FFmpeg/CUDA hardware decode for video files, with automatic software/OpenCV fallback.
  • Hardware-First Encoding: Prefer h264_nvenc when available, with automatic software H.264 fallback.
  • HDR Video Pipeline: Detect BT.2020 PQ/HLG sources, process them in HDR, and write HEVC Main10 output with HDR signaling preserved.
  • Encoding Quality Controls: Preset, tune, CRF, codec mode, and realtime low-latency flags are available for recording.
  • Visual User Interface Simple to use User interface
  • Command line tool Command line tool

Recent Development Updates (last few days)

From the latest acidcam-gpu commits, current focus areas include:

  • Audio spectrum history buffers: new --enable-audio-buffers <N> option (1..22) binds rolling FFT textures as spectrum0..spectrumN-1 for temporal audio-reactive shaders.
  • Audio startup warmup envelope: new --audio-warm-rate <value> option fades audio-reactive uniforms/spectrum from 0 to full strength at startup (default 0.5 1/sec, about 2 seconds).
  • Camera/file A/V startup sync hardening: cache and writer paths now include a startup warmup window so loading-screen frames are not pushed into samp1..samp8, and early audio/file processing is held until warmup completes.
  • Texture cache behavior update: --texture-cache now works in camera, video, and graphic input modes (not video-only).
  • Shader time wrap stability fix: time_f wrap/reset behavior now uses a large 2*PI multiple to preserve long-running shader phase continuity.
  • Qt camera FPS persistence improvement: preferred camera FPS is now saved/restored and retained across resolution/device repopulation when supported.
  • Headless and terminal workflow updates: improved silent/headless processing behavior, terminal color-coded output, and related CLI flow refinements.
  • HDR pipeline refinements: recent HLG-to-HDR10 conversion work and continued HDR + silent mode stabilization.
  • Startup logo splash: data/logo.png is displayed on launch before the shader pipeline begins, with a smooth fade-out.
  • Watermark overlay: embed a custom text watermark (color-configurable via RGB) in recorded video using --use-watermark and --use-watermark-color; also accessible from the Qt Playback menu with a live color preview.
  • Display-filter overlay: --display-filter renders the active shader name, multipass stack, and GPU filter list in the upper-left corner of both the live window and the recorded output.
  • Autopilot random interval mode: --autopilot-random <N> randomizes the frame interval between auto-switches (range 4..N) for more organic live performance variation.
  • Sequential autopilot mode: Y key cycles the playlist in strict order rather than randomly when autopilot is active.
  • Post-multipass shader navigation: Shift+Up / Shift+Down changes the shader that runs after the multipass chain without altering the playlist position.
  • Qt interface improvements: Watermark Settings dialog with text input and color picker; Display Filter toggle in the Playback menu; autopilot random interval persisted in Qt session settings; YUV format options refresh automatically when the camera device changes.
  • Editor and shader workflow improvements: shader reload support, shader cache rebuild path, and safer editor close behavior with save prompts.
  • Qt interface productivity features: metadata viewer integration, settings text/scaling tweaks, and command edit/copy/run improvements.
  • Playlist and live-control workflow: shuffle/concat/clear playlist actions, combined playlist updates, and keyboard/autopilot navigation improvements.
  • Output and recording path updates: MKV output support, additional format handling, no-drop frame path work, and SDR TIFF/WebP snapshot behavior updates.
  • Audio-file recording behavior hardening: explicit opt-in handling for file-mode audio recording/mux behavior.

📦 Installation & Environment

This project is developed and tested on Bazzite Linux using Arch Linux containers via Distrobox, but it builds on any modern Linux distribution as well as macOS.

Prerequisites

  • GPU: Any GPU with working OpenGL 3.3+ drivers (NVIDIA, AMD, Intel, or Apple Silicon). NVIDIA hardware is optional and only required if you want to enable the CUDA GPU-filter stack at compile time.
  • Drivers: Up-to-date GPU drivers for your platform. NVIDIA proprietary drivers (v535+) are required only when building with -DWITH_CUDA=ON.
  • Environment: Arch Linux (or compatible). Install all dependencies via pacman:

Build Tools:

sudo pacman -S --needed base-devel git cmake ninja pkg-config curl unzip

NVIDIA & CUDA (optional — only needed for -DWITH_CUDA=ON):

sudo pacman -S --needed nvidia-utils cuda

OpenCV:

# Stock OpenCV (works for the default OpenGL-only build):
sudo pacman -S --needed opencv hdf5 vtk fmt glew

# Or, if you want CUDA GPU filters, install the CUDA-enabled build instead:
sudo pacman -S --needed opencv-cuda hdf5 vtk fmt glew

SDL2 & Qt6:

sudo pacman -S --needed sdl2 sdl2_ttf sdl2_mixer sdl2_image qt6-base qt6-tools qt6-multimedia

Graphics, Audio & Media Libraries:

sudo pacman -S --needed glm mesa libglvnd ffmpeg rtaudio pulseaudio libpulse libjpeg-turbo libpng

libmx2 (built from source):

git clone https://github.com/lostjared/libmx2.git
cd libmx2/libmx
mkdir build && cd build
cmake .. -DEXAMPLES=OFF -DOPENGL=ON
make -j$(nproc)
sudo make install

Fonts:

sudo pacman -S --needed ttf-dejavu ttf-liberation noto-fonts

Or install everything at once using the provided script:

sudo bash build-script/install-deps-arch.sh

Technical Documentation:

Project Documentation

GPU Filters Explained

Example Shaders


Command-Line Arguments

General

Short Long Value Description
-v --help Display help message and exit
-p --path <dir> Assets path
-r --resolution WxH Window resolution (e.g. 1920x1080)
-d --device <index> Camera device index
-c --camera-res WxH Camera capture resolution
-i --input <file> Input video file
-g --graphic <file> Input image file
-o --output <file> Output video file
-b --bitrate <crf> Output bitrate in CRF
-u --fps <fps> Frames per second
-e --prefix <path> Snapshot save prefix
-a --repeat Loop/repeat video playback
-n / -N --fullscreen Fullscreen window (Escape to quit)
-m --cuda-device <index> CUDA device index
--duration <seconds> Recording duration limit in seconds (float); stop recording and exit after elapsed
--encode-preset <name> Encoder preset: ultrafast..veryslow
--encode-tune <name> Encoder tune: none, film, animation, grain, stillimage, psnr, ssim, fastdecode, zerolatency
--encode-crf <0-51> Encoder CRF quality override (default: 18)
--encode-codec <mode> Encoder codec mode: auto, software, or nvenc
--encode-realtime Enable low-latency realtime encoding flags
--no-drop Video-file processing: never drop frames; block when the encoder queue is full
--use-watermark <text> Embed a text watermark (upper-left) into recorded video
--use-watermark-color <r,g,b> Watermark text color as 0-255 RGB components (default: 255,0,150)
--display-filter Show active shader/stack/GPU filter in upper-left corner of window and recording

Shader Options

Short Long Value Description
-s --shaders <file> Shader library index file
-f --fragment <file> Single fragment shader file
-h --shader <index> Initial shader index in library
--shader-pass <indices> Shader pass indices (comma-separated, e.g. 0,1,2)
--playlist <file> Shader playlist text file (one shader name per line)
--autopilot-frames <N> Auto-switch to a random playlist node every N rendered frames (minimum 4)
--autopilot-timeout <N> Alias for --autopilot-frames
--autopilot-random <N> Randomize autopilot interval to a value in the range 4..N frames for each auto-switch
--build <path> Build shader cache for specified library path and exit
--no-cache Disable shader caching (always recompile shaders)
--time-speed <float> Constant time_f speed multiplier (default: 1.0)
--cross-fade <seconds> Crossfade duration in seconds when switching playlist shaders (default: 0.5)

GPU Filter Options

Long Value Description
--gpu-filter <indices> GPU filter indices (comma-separated)
--gpu-buffer <size> GPU frame buffer size (432)
--list-filters List available GPU filters and exit
--list-cuda-devices List available CUDA devices and exit
--enumerate-device <index> List supported resolutions and frame rates for a camera device (Linux only)
--disable-counter Disable timer and FPS counter overlay
--silent Process video without window. Only valid with -i/--input video files and requires -o/--output; camera and image input are rejected.

3D / Model Options

Long Value Description
--texture-cache Enable texture cache (camera, video, and graphic modes)
--cache-delay <frames> Texture cache delay in frames
--copy-audio Copy audio track from input to output
--enable-3d Enable 3D cube rendering
--model <file> 3D model file (.mxmod)

Audio Options (requires AUDIO_ENABLED build)

Short Long Value Description
-w --enable-audio Enable audio reactivity
-l --channels <num> Audio channels
-q --sense <float> Audio sensitivity
-y --pass-through Enable audio pass-through
--audio-input <index> Audio input device (default or index)
--audio-output <index> Audio output device (default or index)
--list-devices List audio devices and exit
--record-audio <file> Record captured audio to WAV file (used for mux, then removed after successful mux)
--record-gain <float> Recording volume gain 0.02.0 (default: 1.0)
--audio-warm-rate <float> Startup audio warmup rate in 1/sec (default: 0.5; 0 disables warmup)
--enable-audio-buffers <N> Allocate N FFT history textures (1..22) exposed as spectrum0..spectrumN-1

MIDI Options (requires MIDI_ENABLED build)

Long Value Description
--midi-map <file> MIDI config file (.midi_cfg)
--midi-device <index> MIDI input device index
--list-midi List available MIDI input devices and exit

HDR Video Processing

ACMX2 automatically switches to its HDR pipeline when the input stream is tagged as BT.2020 with PQ (SMPTE ST.2084) or HLG (ARIB STD-B67) transfer characteristics, or when the decoded source is a 10-bit BT.2020 format such as yuv420p10le or p010le.

On ingest, the program preserves the source HDR code values long enough to upload each frame into a 16-bit RGBA working texture. A dedicated HDR decode shader converts PQ or HLG into linear BT.2020 before your GLSL shader passes and does not run the CUDA filters since they are tied to 8 bit RGBA. After processing, a matching HDR encode shader converts the result back into the same HDR transfer family as the source.

HDR exports use HEVC Main10 rather than the standard H.264 path. MXWrite receives BT.2020 HDR frames and writes a 10-bit P010 HEVC stream with BT.2020 primaries and the original PQ or HLG transfer preserved. When the source includes mastering-display or content-light metadata, ACMX2 forwards that HDR metadata to the output stream as well.

In practice, SDR jobs still follow the H.264-first path, while HDR jobs are written as HDR HEVC so compatible players and editors continue to recognize the output as HDR. Startup logs report this explicitly with lines such as HDR output mode enabled: HEVC Main10 + BT.2020 + HLG.

Using --silent in the Terminal

--silent is the headless batch-processing mode for video files. It creates an off-screen OpenGL context, suppresses the visible SDL window, and skips display pacing so the file is processed as fast as decode, effects, and encode allow.

  • Use it only with -i/--input video files.
  • Always pair it with -o/--output.
  • Do not use it with camera capture or -g/--graphic image input.
  • Audio copy and mux steps still run after frame processing when you use options such as --copy-audio, --audio-file, or --record-audio.

Typical terminal usage:

./acmx2 -p ./data -i input.mp4 -s ./shaders -h 12 --silent -o output.mp4

Silent HDR processing uses the same flag and keeps HDR active automatically:

./acmx2 -p ./data -i hdr_input.mp4 -s ./shaders --gpu-filter 0,5 --silent -o hdr_output.mp4 --copy-audio

Because headless mode writes newline-delimited progress updates to stdout, it works well with terminal logging:

./acmx2 -p ./data -i input.mp4 -s ./shaders --silent -o output.mp4 | tee batch.log

Keyboard Controls

General Controls

Key Action
Up Previous shader (or previous playlist tree node if playlist enabled)
Down Next shader (or next playlist tree node if playlist enabled)
Shift+Up In playlist/autopilot mode: step the post-multipass shader backward without moving the playlist position
Shift+Down In playlist/autopilot mode: step the post-multipass shader forward without moving the playlist position
J Toggle autopilot mode (requires playlist; randomly auto-advances through playlist nodes at the configured frame interval)
Y Toggle sequential autopilot (cycles playlist in order instead of randomly; requires playlist and autopilot active)
R Toggle random multipass mode (generates random 1–5 shader chain with crossfade; press again to restore previous state)
G Generate a new random shader chain (while in random multipass mode)
Left Previous GPU filter (if GPU filters enabled)
Right Next GPU filter (if GPU filters enabled)
Space Toggle shader processing bypass
P Toggle playlist mode / Pause video (Video/Image modes)
L Toggle video freeze (Video/Image modes)
Z Take snapshot
4 Take 16-bit HDR TIFF snapshot (HDR input only; requires ACMX2_WITH_TIFF build)
5 Take HDR snapshot — lossless RGBA WebP if built with ACMX2_WITH_WEBP, otherwise 16-bit RGBA PNG (HDR input only)
6 Take raw RGBA snapshot — 16-bit RGBA (8 bytes/pixel) in HDR mode, 8-bit RGBA (4 bytes/pixel) otherwise
M Toggle multi-shader pass (if --shader-pass set)
3 Toggle 2D/3D mode (if --enable-3d active)
E Toggle watermark
F9 Toggle overlay (timer/FPS counter) visibility

Time Controls

Key Action
U (hold) Increase time step
I (hold) Decrease time step
T Toggle time on/off (Audio build)
Q Toggle audio-reactive time (Audio build)
Home Toggle audio delta time scaling (Audio build)
Page Up/Down Increase/Decrease Time Speed

Audio Controls (Audio build)

Key Action
Insert Increase audio sensitivity
Delete Decrease audio sensitivity

3D Mode Controls (when 3D enabled)

Key Action
W / A / S / D Look around
V Toggle view rotation
O Toggle scale oscillation
X Reset camera distance
+ / - Increase / decrease camera distance
B Increase movement speed
N Decrease movement speed
C Toggle wave effect

Playing back raw HDR snapshots with ffplay

The 6 key writes a headerless RGBA byte stream. The pixel layout depends on whether the input is HDR. Use the dimensions embedded in the snapshot's filename (ACMX2 always writes WxH into the name):

# HDR raw: 16-bit RGBA (8 bytes/pixel), BT.2020 PQ/HLG
ffplay -f rawvideo -pixel_format rgba64le -video_size 1920x1080 \
       ACMX2.HDR.Snapshot-YYYY.MM.DD-HH.MM.SS-1920x1080-1.raw

# SDR raw: 8-bit RGBA (4 bytes/pixel)
ffplay -f rawvideo -pixel_format rgba -video_size 1920x1080 \
       ACMX2.Raw-YYYY.MM.DD-HH.MM.SS-1920x1080-1.raw

Note: ffplay shows raw PQ/HLG values without HDR tone-mapping, so colors may look saturated/clipped on SDR monitors.


Recent Updates

Random Multipass Mode

ACMX2 now supports a random multipass mode for spontaneous creative exploration.

  • R key — Toggle random multipass mode. On entry, the current shader state is saved and a random chain of 1–5 shaders is generated with a crossfade transition. Press R again to crossfade back to the previous state.
  • G key — While in random mode, generate a new random shader chain with crossfade.
  • Up/Down keys — While in random mode, change the main (post-processing) shader with crossfade while keeping the random pass list intact.
  • Shift+Up/Down keys — In playlist or autopilot mode, cycle the post-multipass shader backward/forward independently of the playlist position, with crossfade.
  • MIDI support — R (code 82) and G (code 71) are available as MIDI-mappable actions in the MIDI Map Tool.

Crossfade Transitions

ACMX2 now supports smooth crossfade transitions when switching shaders during playlist playback.

  • Command line: Use --cross-fade <seconds> to set the transition duration (default: 0.5 seconds).
  • How it works: When the active shader changes (via playlist navigation or keyboard controls), the previous frame is captured and linearly blended with the new shader output over the configured duration using a dedicated GLSL crossfade shader.
  • Qt Interface: The Settings dialog includes a "Crossfade Duration" spin box (0.0–10.0 seconds, step 0.1).
  • Implementation: A separate FBO and shader program (crossfade.glsl) perform the blend. The fade_alpha uniform ramps from 0 to 1 over the configured duration, mixing the previous and current textures via mix(prev, curr, fade_alpha).

Encoding Quality Controls

Recording now exposes more detailed encoder controls in both the command line and Qt launcher.

  • Command line options:
    • --encode-preset <name> — preset from ultrafast through veryslow
    • --encode-tune <name> — tune from none, film, animation, grain, stillimage, psnr, ssim, fastdecode, or zerolatency
    • --encode-crf <0-51> — explicit CRF quality control (default: 18)
    • --encode-codec <auto|software|nvenc> — choose automatic selection, software encode, or NVENC explicitly
    • --encode-realtime — enable low-latency realtime encoding flags for live capture
  • Qt Interface: The Settings dialog now includes an Encoding Quality group with preset, tune, CRF, codec, and realtime controls.
  • Persistence: Encoding selections are stored and restored for later sessions.

Qt Interface Session Persistence

The ACMX2 Qt interface now restores the last-used values when key dialogs are closed and reopened.

  • Persistent dialogs: Settings, Audio Settings, GPU Filter Settings, and MIDI Settings now save their visible state through QSettings.
  • Reopen workflow: Closing a dialog with either OK or Cancel preserves the current values so you can reopen it and continue adjusting from where you left off.
  • Startup defaults: When no saved preference exists yet, the Settings dialog now defaults the camera capture resolution to 1280x720 and the display/output resolution to Default.
  • Device-aware restore: Camera, CUDA, audio, and MIDI selectors restore by stored values where possible, which keeps the selected device stable even if combo-box ordering changes.

MIDI Controller Support

ACMX2 now supports MIDI input devices for real-time control of shaders and parameters via hardware knobs and buttons.

  • Command line options:
    • --midi-map <file.midi_cfg> — Load a MIDI mapping configuration file
    • --midi-device <index> — Select MIDI input device by index
    • --list-midi — List available MIDI input devices
  • MIDI Map Tool: New standalone midi-map application for creating MIDI controller mappings:
    • Live MIDI message monitor
    • Capture button/knob assignments to ACMX2 actions (shader navigation, time control, pitch, yaw, speed, etc.)
    • Updated action descriptions matching actual ACMX2 keybindings (playlist toggle, freeze frame, shader bypass, 3D camera controls, etc.)
    • Save/load .midi_cfg configuration files
  • Qt Interface: New MIDI Settings dialog with:
    • Enable/disable MIDI
    • Browse for config file or launch the MIDI Map Tool directly
    • Select MIDI device from detected inputs
  • Velocity-sensitive knobs: Knob turn speed controls the rate of action firing
  • MIDI Overlay: Real-time on-screen display showing MIDI status, knob states, and button presses with fade animation
  • F9 key: Toggle overlay visibility on/off

Code Editor Improvements

The built-in GLSL shader editor has been significantly enhanced:

  • Line number gutter
  • Current line highlighting
  • Bracket matching
  • Auto-indentation on new lines
  • Duplicate line (Ctrl+D)
  • Move line up/down (Alt+Up/Down)
  • Toggle comment (Ctrl+/)
  • Smart Home key behavior
  • Block indent/unindent (Tab/Shift+Tab with selection)

Version 2.12.0

  • Video-file decode now prefers direct FFmpeg decode with CUDA hardware acceleration when available.
  • Automatic decode fallback path retained for software/OpenCV FFmpeg decode.
  • Startup pipeline status line added, reporting active decode and encode modes.
  • Recording path now starts WAV capture as soon as writer opens in file/image/camera modes.
  • Recorded-audio mux flow hardened (skip mux if recorded WAV is missing).
  • Temporary recorded WAV is automatically removed after successful mux.

Version 2.7.0

  • Version bump to 2.7.0
  • Updated build scripts and Podman container configuration
  • Audio muxing fix: uses video duration for precise audio/video sync
  • Audio track copy fix for finished recordings

Shader Playlist Tree with Named Nodes

ACMX2 now supports shader playlists organized into named tree nodes, allowing you to group shaders and cycle through node groups during playback.

  • Command line: Use --playlist <file.txt> to load a playlist file. Supports the new [NodeName] section format as well as flat shader-per-line files.
  • Runtime controls:
    • P — Toggle playlist mode on/off (loads first node's shaders into multi-pass pipeline)
    • Up/Down arrows — Navigate to the previous/next tree node and load its shaders into multi-pass
    • Shift+Up/Down arrows — Change the post-multipass shader (the shader that runs after the node's multi-pass chain) without altering the current playlist position
  • Qt Interface: The Shader Playlist Settings dialog features a tree widget with named nodes:
    • Add, rename, and remove node groups
    • Add shaders to specific nodes via search
    • Each node's shaders are loaded as a multi-pass chain when selected at runtime
    • Save List... / Load List... buttons persist playlists using [NodeName] section format
  • File format: Playlist files use [NodeName] headers to group shaders:
    [Ambient]
    glow.glsl
    blur.glsl
    [Intense]
    fractal.glsl
    distort.glsl
    

Distrobox Export

A script is provided to export ACMX2 applications from a Distrobox container to the host desktop:

bash scripts/export-distrobox.sh

This installs the application icon, creates .desktop files for both acmx2_interface and midi-map, and registers them with the host application menu.

Multipass Shader Pass Save/Load

The Multipass Shader Settings dialog now includes Save List... and Load List... buttons, allowing you to save and restore your multipass shader chain as a text file.

Camera Device Enumeration

  • Command line: Use --enumerate-device <index> to list all supported resolutions and frame rates for a V4L2 camera device (Linux only).
  • Qt Interface: The Settings dialog now automatically queries the selected camera device for its supported resolutions and frame rates. The resolution and FPS dropdowns are dynamically populated based on the device capabilities. Changing the camera device re-enumerates, and changing the resolution updates the available frame rates. In graphics file mode the FPS options default to 24, 30, and 60.
  • FPS preference persistence: The selected camera FPS is now saved as a preferred value and restored when available after dialog reopen, app restart, or resolution list repopulation.

GPU Filter Save/Load

The GPU Filter Settings dialog now includes Save List... and Load List... buttons, allowing you to save and restore your GPU filter chain as a text file.

Overlay Improvements

  • All MIDI overlay text is now rendered in green for better readability
  • When GPU filters are enabled, the overlay now displays the active GPU filter names in a comma-separated list (e.g., GPU: Filter1, Filter2, Filter3)

ACMX2 can also be built locally using a Podman container via the included Containerfile.arch. This avoids dependency issues and produces a self-contained image. The provided container recipe is the CUDA-enabled variant and therefore requires an NVIDIA GPU; if you do not have one, use the native build below with -DWITH_CUDA=OFF instead.


System Requirements (CUDA-enabled Container Build)

The Podman container build below targets the optional CUDA path. For that specific path your system must have:

  • Linux (x86_64)
  • NVIDIA GPU
  • NVIDIA proprietary drivers installed on the host
  • Podman
  • NVIDIA Container Toolkit (for Podman)
  • X11 or XWayland
  • Webcam device (/dev/video0) for camera input
  • Audio input device (microphone)
  • Shader/Model files: https://lostsidedead.biz/packs/

⚠️ Important The container recipe in podman/Containerfile.arch is the CUDA build and will only run on NVIDIA GPUs. For AMD, Intel, or Apple hardware, use the native build with -DWITH_CUDA=OFF (see below).


Step 1: Build the ACMX2 Container Image

From the repository root, build the image using the Arch Linux Containerfile:

cd podman
podman build -t acmx2-arch:latest -f Containerfile.arch .

Note: The default CUDA architecture is 75 (Turing / RTX 20xx / GTX 16xx). Edit Containerfile.arch if your GPU differs:

  • RTX 30xx (Ampere): 86
  • RTX 40xx (Ada Lovelace): 89

Step 2: Verify the Image

podman images | grep acmx2-arch

Step 3: Run ACMX2

cd podman
chmod +x run-acmx2-arch.sh
./run-acmx2-arch.sh

The script:

  • Detects all /dev/video* webcam devices
  • Enables NVIDIA GPU acceleration
  • Mounts PulseAudio for audio input
  • Passes --device nvidia.com/gpu=all for GPU access
  • Mounts ~/container_share at /root/share for file exchange
  • Opens the ACMX2 interface window on your desktop

Native Build (Without Container)

You can also build directly on Arch Linux using the scripts in build-script/:

# Install all dependencies
sudo bash build-script/install-deps-arch.sh

# Build and install ACMX2
sudo bash build-script/acidcam-gpu-arch.sh

NVIDIA License Notice

When built with -DWITH_CUDA=ON, this project uses NVIDIA CUDA libraries.

Use of CUDA is subject to the NVIDIA Deep Learning Container License: https://developer.nvidia.com/ngc/nvidia-deep-learning-container-license

By building or running the CUDA-enabled variant of this project (including the provided NVIDIA container), you agree to NVIDIA’s license terms. The default OpenGL-only build (-DWITH_CUDA=OFF) does not link any CUDA libraries and is not subject to this notice.


Troubleshooting

NVIDIA Driver Not Detected

Verify:

nvidia-smi

Quick Start Summary

cd podman
podman build -t acmx2-arch:latest -f Containerfile.arch .
chmod +x run-acmx2-arch.sh
./run-acmx2-arch.sh

Build Instructions

#!/bin/sh
git clone https://github.com/lostjared/libmx2.git
cd libmx2/libmx
mkdir build && cd build
cmake .. -DEXAMPLES=OFF -DOPENGL=ON
make -j$(nproc)
sudo make install
cd ../../../
git clone https://github.com/lostjared/acidcam-gpu.git
cd acidcam-gpu
mkdir build && cd build
cmake .. 
make -j$(nproc) && sudo make install
cd ../../
cd ACMX2
mkdir build && cd build
cmake .. -DAUDIO=ON
make -j$(nproc) && sudo make install
cd ../interface
mkdir build && cd build
cmake ..
make -j $(nproc)
cp -rf ../data/ .
cd ../midi-map
mkdir build && cd build
cmake .. && make -j$(nproc)
cd ../../../
echo "completed..."

Optional Build Features (CUDA / Audio / MIDI)

Each of the major optional subsystems is toggled by a CMake flag on ACMX2:

Flag Default Effect when OFF
-DWITH_CUDA=ON/OFF ON Skips all CUDA GPU-filter paths and CUDA/OpenGL zero-copy interop; OpenCV cudaimgproc is no longer required; FFmpeg CUDA hw-decode is disabled; --gpu-filter, --gpu-buffer, --cuda-device, --list-cuda-devices are not available
-DAUDIO=ON/OFF OFF No RtAudio / audio reactivity
-DMIDI=ON/OFF OFF No RtMidi / MIDI control

Building without CUDA (pure OpenGL build)

If you do not have an NVIDIA GPU, cannot install the CUDA toolkit, or want to build against a stock OpenCV (no CUDA modules), configure ACMX2 with -DWITH_CUDA=OFF. The engine falls back to the OpenGL/SDL2 shader path — all shader-based features continue to work; only the CUDA GPU filter stack is omitted.

# libmx2 (built from source, same as above)
git clone https://github.com/lostjared/libmx2.git
cd libmx2/libmx
mkdir build && cd build
cmake .. -DEXAMPLES=OFF -DOPENGL=ON
make -j$(nproc) && sudo make install
cd ../../../

# ACMX2 without CUDA
git clone https://github.com/lostjared/acidcam-gpu.git
cd acidcam-gpu/ACMX2
mkdir build && cd build
cmake .. -DWITH_CUDA=OFF
make -j$(nproc) && sudo make install

# Qt6 GUI (unchanged)
cd ../interface
mkdir build && cd build
cmake .. && make -j$(nproc) && sudo make install

Note: when WITH_CUDA=OFF you do not need opencv-cuda or the NVIDIA CUDA toolkit — stock opencv is sufficient, and the top-level acidcam-gpu CUDA library does not need to be installed.

You can combine flags freely — for example an OpenGL-only build with audio:

cmake .. -DWITH_CUDA=OFF -DAUDIO=ON

Runtime feature detection

At startup the Qt6 interface probes the installed acmx2 binary with --check-cuda, --check-audio, and --check-midi, and automatically disables the menu entries (GPU Filter Settings, Audio Settings, MIDI Settings), the Session-Properties CUDA device selector, and the corresponding CLI arguments for any feature that is not compiled in. You can also run the probes directly:

acmx2 --check-cuda     # "CUDA: enabled"  or "CUDA: disabled"
acmx2 --check-audio    # "AUDIO: enabled" or "AUDIO: disabled"
acmx2 --check-midi     # "MIDI: enabled"  or "MIDI: disabled"

Early Example (as a GIF)

jaredrgb

fractal

Example YouTube Music Video

Latest Shader Pack

https://lostsidedead.biz/acmx2/shaders.zip

Latest 3D Geometry

https://lostsidedead.biz/acmx2/models.zip

Older Packs

https://lostsidedead.biz/packs

ACMX2 Container Environment Documentation

This guide covers the setup and usage of the ACMX2 / Acidcam-GPU development environment on Bazzite. It details how to build the container, manage file paths, and ensure full hardware access (NVIDIA GPU, Webcam, and X11 Display).


1. Host System Setup

Before launching the container, you must establish a specific folder structure on your Bazzite host. This ensures your code is persistent and files can be easily transferred.

Open a terminal on your host and run:

# Create a "scratch pad" for transferring files (videos, models, loose shaders)
mkdir -p ~/container_share

Folder purposes:

  • ~/container_share
    Shared volume. Files placed here are visible to both the host and the container.

A. Program to Run

  • Run
    ./acmx2_interface

B. File Paths (Shaders & Models)

  • External assets (models, videos)

    1. Copy files to ~/container_share on the host.
    2. Access them in the container from:
      /root/share/test_video.mp4
      

C. Saving Output

  • Binaries / render output
    Copy output files to /root/share inside the container.
    They will appear in ~/container_share on the host.

5. Troubleshooting

Camera errors

Error:

Could not open camera index: 0

Fix:
Check available devices:

ls /dev/video*

If your camera is /dev/video2, update the --device flag in run.sh.


X11 display errors

Error:

qt.qpa.xcb: could not connect to display

Fix:
Ensure the following line exists in run.sh:

xhost +local:

Re-run ./run-acmx2.sh to refresh permissions.


Permission denied on files

Files created inside the container are owned by root.

Fix ownership on the host:

sudo chown -R $USER:$USER ~/ACMX2

Supported Shader Uniforms

All fragment shaders receive the following uniforms automatically. Uniforms that are not declared in your shader are silently ignored.

Core Uniforms

Uniform Type Description
samp sampler2D Main video/camera texture
alpha float Alpha value (oscillates 0.01.0)
iTime float Elapsed time in seconds since start
time_f float Time multiplier (adjustable with U/I keys and --time-speed)
iFrame int Frame counter
iTimeDelta float Time since last frame (seconds)
iResolution vec2 Window resolution (width, height)
iMouse vec4 Mouse position (x, y, clickStartX, clickStartY)
iMouseClick vec2 Last mouse click position
iDate vec4 Current date/time (year, month, day, secondsOfDay)
iFrameRate float Frame rate
iChannelTime[0..3] float Per-channel time
iChannelResolution[0..3] vec3 Per-channel resolution

Texture Cache Uniforms (shaders with "cache" in the filename)

Uniform Type Description
samp1samp8 sampler2D Cached frame textures from the texture cache ring buffer

acidcamGL-Compatible Uniforms

Uniform Type Description
value_alpha_r float Oscillating red color alpha
value_alpha_g float Oscillating green color alpha
value_alpha_b float Oscillating blue color alpha
alpha_r float Red color alpha (same as value_alpha_r)
alpha_g float Green color alpha (same as value_alpha_g)
alpha_b float Blue color alpha (same as value_alpha_b)
alpha_value float Current alpha value
index_value float Current shader index in the library
optx vec4 Option vector (0.5, 0.5, 0.5, 0.5)
random_var vec4 Random variable vector
restore_black float Restore black flag (0.0 or 1.0)
inc_value vec4 Incrementing value vector
inc_valuex vec4 Secondary incrementing value vector

Audio-Reactive Uniforms (requires AUDIO=ON build + -w flag)

Uniform Type Description
amp float Amplitude scaled by sensitivity
uamp float Raw untouched amplitude
iamp float Estimated dominant frequency (Hz)
amp_peak float Highest sample value in the buffer
amp_rms float Root mean square energy
amp_smooth float Exponentially smoothed amplitude
amp_low float Low-frequency energy (<300 Hz)
amp_mid float Mid-frequency energy (300–3000 Hz)
amp_high float High-frequency energy (>3000 Hz)
iSampleRate float Audio sample rate (44100.0)
spectrum sampler1D FFT frequency-magnitude spectrum for the current frame (256 bins, GL_TEXTURE9)
spectrum0-spectrumN-1 sampler1D Audio FFT history textures (newest to oldest) enabled by --enable-audio-buffers <N>

Notes

This setup is designed to keep your development workflow fast and reproducible while maintaining full access to GPU acceleration, camera devices, and graphical output.

image

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